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I have an asset, single mesh with skeleton, that I imported into Unity3.4.1 as a MA from Maya2011 (no pre-conversion). I then took that same mesh,...
I've seen in a number of examples and the debug of the 'compiled' shader the use of the following for creating a cutout or alpha for a texture:...
Is there a specific order when combining a CGfx vert/frag pass with a Surface Shader? I've recently been able to finally upgrade from Unity2.6...
I'm experiencing something similar having just migrated from 2.6 to 3.3. For us professionals that use the 'bluish' normal maps and not greyscale...
Hoping someone out there has an answer for this Unity 2.61 SML2 CGfx question: I have 2 shaders, both use the same image, both are running...
Last I saw about this was an unresolved ticket filed with Apple. Any further news or does this still not work with Apple?
Using Unity2.6, restricting to ShaderModel 2, all custom shaders: Prob: Adding an additional texture into a shader causes the shader to fail...
I am doing something similar to this guy in that I am trying to do a screencap with a transparent background of a character:...
(to the original post: ) I found that I had to make sure I used LIGHT_ATTENUATION(i) in the RGB calculation or I would not get anything but 1...
First I have to ask: Does Unity2.6 calculate Normals and Tangets right from a FBX/Maya file or does it need a normal map? (I've tried a 'show...
looks like I was missing the LightAttenuation(i) on there. Since none of my lighting scenarios was using an attenuated light I did not realize it...
<moved from Unity Support> I am dealing with an annoying problem with my custom Specular shader. The transparency, which is driven by an Alpha...